It would be nice if liquidwar used the scale2x family of algorithms when running at a resolution higher than the level size to reduce the blockyness of the display. You can find out more about these algorithms here: http://scale2x.sourceforge.net/ Also, do you plan to replace liquidwar 5 with liquidwar 6 or otherwise package liquidwar 6? It is better not to have abandoned code in Debian.
Paul Wise wrote: Excellent idea! Will try to use this for sure, but for LW6 only, no such hack on LW5 - at least no hope to see me coding it - but I repeat: the idea is excellent. As of today, LW6 is packaged as .deb files. Those files probably do not respect Debian coding guidelines, but the idea is that work is prepared for a "real" Debian developer to package it the right way. It does not make sense to replace LW5 by LW6 on Debian today, since the playable version remains LW5. It will reasonably be possible to have both versions existing on the same system, the binaries have different names, there's no filename conflict whatsoever. Have a nice day, Christian.
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